3ds Max Tutorials: Stylized Firearm Production(1)

3D Art Tutorial Stylized Firearm Production

Weiweiguan shared the entire process of his stylized gun production project and explained in detail the steps of each process from 3ds Max to ZBrush, Substance Painter. Your TPN-Accredited 3ds Max render farm, Fox Renderfarm share with you this 3ds Max tutorial from the 3ds artist Weiweiguan

Software used: 3ds Max, ZBrush, Substance Painter

The main purpose of this project is to test how to use PBR materials in Substance Painter to reflect hand-painted works. In the production process, we are constantly trying to combine hand-painted and realistic materials without the help of bodypainter and PS.

Modeling

The upper part of the gun in the model is metal, and the lower part is something like bones, so this part needs to be sculpted in ZBrush. When the other parts of the model need to maintain a uniform structure during production, make the entire structure of the firearm according to the reference drawing.

3D Art Tutorial Stylized Firearm Production

Sculpting the detail

Most of the details on the firearm are modified on the model, and the smaller details can be perfected using the normal map. If the production time is relatively short, many details can be realized with normal map.

3D Art Tutorial Stylized Firearm Production

Next, you can import the model made in 3ds Max into ZBrush for smaller details, including cloth wrapped around the handle and scratches to the gun body, etc.. While engraving, this cartoon-style model does not require too realistic textures. It is characterized by sharp edges and corners, strong gun body structure, and more obvious and exaggerated details.

Retopo

Most of the topology of the model is completed in 3ds Max, and the structure of the bottom bone is topology in topogun.

3D Art Tutorial Stylized Firearm Production

UV & Baking

After some simplifications of retopo, the different parts of the model are grouped, and then the UV splitting is very simple. Sometimes the smoothness of the model will affect the baking of the normal map. This process requires some tests to get a better effect.

3D Art Tutorial Stylized Firearm Production

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3D Modeling Tutorial of Chang’e, the Chinese Goddess of The Moon Ⅱ
3D Modeling Tutorial of Chang’e, the Chinese Goddess of The Moon Ⅱ
This time, your TPN-Accredited cloud rendering service provider, Fox Renderfarm brings you a 3D modeling tutorial of Chang’e, the Chinese Goddess of The Moon Ⅱ. It is shared by the Chinese 3d artist CGWang, we hope that it can help you in 3ds Max learning from this production, and get inspiration from this artwork. Introduction This work is inspired by a myth in ancient China, telling the story of Chang'e who lives on the moon. In order to highlight this story, the center of the vision is made into a circular moon, and a crescent moon and osmanthus trees are used to form a circle. With a full crescent moon and a figure running towards the moon from a distance, you can see a cyclist running towards the moon when you look up close, and the little rabbit in the car is not only her partner but also illuminates the shadow with a lamp that gives directions. Modeling The model was made in ZBrush. Based on a body model from the previous project, some modifications were made on this model. After the model is made, I will not make clothes, but use ZBrush tools to take a picture of the POSE. The pose requires attention to the coordination of the body and limbs to make the character's pose look natural and comfortable. Composition After the character's body was made, some other important objects were added to the scene, such as the addition of a bicycle that used a model from the previous project, the waning moon, and the osmanthus tree. These objects form a circle in the center of the vision, and this circle constitutes an important structure in the work. In this step, there is no need to consider the details of those objects, as long as the overall shape is intact. Clothing After the composition is complete, you can add some details to the character. The production here can start with the costume. Because the protagonist is a legendary character in ancient times, her dress skirt is very long, and she also has some streamers similar to a cloak. Firstly make the shape of the clothes in 3ds Max, and then import it into ZBrush to use some plug-ins to sculpt the folds of the cloth. Now that there are not many elements in the scene, you can continue to refine the scene and add other objects. Because only Chang'e lived on the moon, it was deserted. The palace where Chang'e lived was on the moon, so the moon and the palace were blended together during the production. For the balance of the scene, a small resting pavilion was made and placed on one end of the moon. When the character was finished, the bicycle basket was a bit empty, so I added a bunny to the basket and made the bunny to carry a light to show Chang'e the way. Then it is time to modify some details, such as thinning the hair and adding headwear to the character, adjusting the details of the clothes, and giving some details and some leaves to the trunk. The bottom part is some clouds floating in the air as decoration. Rendering All models have been finished, but some adjustments are needed after stitching together. One of the most important points is to pay attention to some proportions and perspectives of the character and the scene, and then choose the best frame to render.
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2020-09-15
3D Modeling Tutorial of Chang’e, the Chinese Goddess of The Moon
3D Modeling Tutorial of Chang’e, the Chinese Goddess of The Moon
This time, the TPN-Accredited cloud rendering service provider, Fox Renderfarm brings you a share from the 3D artist CGWang. This project originated from a competition. Since it was produced during the COVID-19 pandemic, a Chinese mythological story was chosen as the main story. The protagonist is the fairy Chang'e who lives on the moon. She looks at her homeland on the moon every day. What will it feel like sorrow, hope, longing, these are the feelings the artist wants to express. And the artist wants to learn some new technologies through this project and use these technologies in his own production process, we hope you can learn new things from it. Modeling The head modeling is made in ZBrush. In order to save time, the head model that comes with ZBrush is used as the basis, and several basic brushes that come with the system are also used to model the character's face details. When the head model was made, 4 different facial expressions were modeled to choose which one works best. Before making this character, I looked for a lot of references about Chang'e from the Internet, especially the reference of the action, hairstyle, and clothing. After determining what to make, the expressions selected from the candidate expressions after testing are placed in ZBrush to continue sculpting the face and hairstyle. The details of the face and the refinement of expressions mainly use the Move brush, Claybulidup brush, and Damstandard for sculpting. And the hair is made in Maya. Chang'e is a beautiful female character. Her body is a pose made and adjusted in Zbrush. This action needs to be natural and coordinated. The ancient Chinese costumes she wore used fabric simulation and put them in Blender for carving and adjustment. Details The overall shape of the character has been determined, but when adjusting the details, it was found that there was a problem with the movement, and then the POSE was adjusted. There are many decorative things for the characters in the setting and reference. These hard-surface models are made in 3ds Max and then imported into Zbrush for placement and refinement of some small textures. The main part of the character has been completed and some background and other decorations need to be added. Some things representing traditional Chinese architecture, mountains, and rivers have been made in Blender. And some scattered shapes are built in the scene. The lens is placed closer to the characters floating in the air, and the buildings on the ground look relatively small, and the perspective of the space is very important to the buildings. Here we have done some distortion processing to make the scene and the characters combine better. The last step is to add details to the character, including eyebrows, eyelashes, tears, flowers, clothes corners, etc.
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2020-09-02
3ds Max Tutorials: 3D Toilet Scene in Silent Hill(2)
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